Backgammon FAQ: Basic Rules Backgammon FAQ Q: What is backgammon? Backgammon is a game played by two players, each with fifteen checkers , on a board consisting of 24 narrow triangles called point . The players move their checkers around the board according to rolls of the dice and the first player to get all their checkers off is the winner. The fun comes from hitting and blocking your opponent's checkers to impede their progress. Backgammon is a game of odds and calculation, but it's also a game of patterns and vision. Because it is played with dice, many people think of backgammon as a gambling game. Backgammon is often played for money, but it is certainly not a game of luck. There is a surprising amount of skill in the game. Backgammon is an easy game to learn. It's fast-actioned, and fun to play either face-to-face on a real board or over the Internet. You will spend many enjoyable years learning and improving at this game. "Backgammon is an easy game to play, but not easy to play well." Daniel Murphy "People think the game consists primarily of mathcalculating odds and so forth.

That's not true. It's essentially a game of patterns, a visual game, like chess." Paul Magriel "It's a game of skill and luck. When I win I can claim it's due to my good skill. When I lose I can claim it's due to my bad luck." David Forthoffer A backgammon board . Thirty counters or checkers in two colors, fifteen of the same color for each player. A pair of dice numbered from 1 to 6. For convenience, two pairs of dice (one pair for each player) is best. A dice cup , for shaking and rolling the dice. Again, it is better to have two dice cups. A doubling cube for keeping track of the stakes of the game. See Q: How do you set up the board? There are two ways to set up a backgammon board, both really the same. The first illustration shows the setup when you are plaing White and your checkers move counterclockwise around the board. Red's checkers go in the opposite direction. Both players bear off to the right; you at the lower-right, your opponent at the upper-right.

The second illustration shows the setup when your checkers move clockwise around the board. Red's checkers go in the opposite direction, and both players bear off to the left. Notice when you bear off to your right, your opponent will be bearing off to their left, and vice versa. Q: Who goes first? To decide who goes first, you and your opponent each roll one die. In the case of a tie, you both roll again. The player who rolls the higher number goes first. That player does not roll the dice again; they play the two numbers just rolled on their first turn. Notice that the player who goes first never has doubles on their first turn because ties on the first roll are always broken. Q: What is a gammon? A backgammon? If you bear off all fifteen of your checkers before your opponent has borne off any of theirs, you win a gammon , or double game. If you bear off all fifteen of your checkers before your opponent has borne off any of theirs and they have one or more checkers in your home board or on the bar, you win a backgammon , or triple game. Q: What are the inner and outer tables? Most backgammon boards fold in half.

The two halves of the board are called the inner table and the outer table. The side the inner table is on depends on how you set up the checkers. If you bear your checkers off to the right, then the inner table is on your right; if you bear off to the left, then the inner table is on your left. Your home board and your opponent's home board are both located in the inner table. Q: What is the mid-point? That is the name of the point on your opponent's side of the board where you have a stack of five checkers at the start of the game. It is also called your "13-point" because the checkers on that point are 13 spaces away from being borne off. The opponent's mid-point is your 12-point. [See diagram below.] No, you must play your roll if there is any legal way to do so. If you can't play all of your numbers, you must play as many as you can. So if you roll and can only play three of your four 6's, that's what you must do. Q: Can I play one number in such a way as to avoid playing the other?

No, you must play both numbers of a roll if possible. Sometimes this means having to make a move you don't like so that your other number can also be played. Whites rolls 6-4: White can't play 13/7 with his 6 because that would leave no way to play the 4. Instead, he must play 24/18, allowing him to play 18/14 with the 4. Whites rolls 6-4: As much as he would like to, White cannot bear off the checker on the six-point! He must play 6/2, using his 4 first, and then use the 6 to take a checker off the five-point. Q: What if I can only play one number? If you can play one number but not both, then you must play the higher one. Whites rolls 6-4: The only checker White can move is his runner. The rules say he must to the 18-point using the 6 rather than hit on the 20-point using the 4. Q: Is hit-and-run allowed (also known as "pick and pass")?

Yes, if you hit a checker, you are allowed to run your hitter to safety. Here is an example: Whites rolls 5-2: White may hit Red's checker on the five-point and then move his hitter to safety on the three-point. There are some variations of backgammon, played in the Middle East, where hit-and-run is not allowed in the player's home board . But the standard game has no such restriction. Q: Is it ok to have more than five checkers on a point? Yes, you may place as many checkers as you want on a point. Pile them one on top of another if you run out of room. There are some versions of backgammon still popular in England which allow no more than five checkers on a point (see Old English backgammon), but these are not standard rules. Q: Can I play low number first when bearing off? Yes, you may play your numbers in either order, as long as each number is played legally. Using your low number first can sometimes get you out of a sticky situation.

Here are some examples: Whites rolls 4-1: If White plays 4 first, he takes the checker off the four-point and is forced to hit with the 1, leaving two blots. But if he plays the 1 first, moving from the four-point to the three-point, he can then use the 4 to remove the checker from the three-point. This wastes a pip, but it leaves no shots. Whites rolls 5-4: If White plays his 5 first, he ends up with a gap on his two-pointnot good if he rolls a 2 later. If he plays the 4 first, he fills the gap on the two-point and increases his chances of getting off in two more rolls. Q: Is stalemate possible in backgammon? Stalement is a position in which neither player can ever move again. Technically, stalemate is not possible in backgammon. Here is a rough explanation why: To have a stalemate, each player would have to be blocking the other. Perhaps they each have prime in front of the other player's checkers. Both players cannot hold their primes forever unless they are stuck on the bar.

If the players are both on the bar, one of them will eventually reenter unless both players are closed out . So the only possibility for stalemate is both players on the bar and both players closed out, like this: But this position can't happen. If it could, what was the position before the last hit? A player who was on the bar and closed out cannot hit his opponent. Stalemate might be possible, though, if one of the players makes an illegal play. See this post by Bob Johnson. Your home board is the last quadrant that a you move your checkers to before bearing them off. The opponent's home board is where you enter your checkers after they have been hit. The home boards are the points numbered 1 to 6 in the diagram. Q: What is a closed board? A player who makes all six points of his home board is said to have a closed board. If you get one of your checkers hit when your opponent's board is closed, you are closed out and cannot make any moves until the opponent opens a point and allows you reenter. More Information Q: What is a doubling cube?

A doubling cube is a cubical block, a little larger than a regular die, with the numbers 2, 4, 8, 16, 32, and 64 printed on its faces. It is sometimes simply called the cube . The purpose is to allow players to bet on the game as they are playing. Q: How do you use a doubling cube? At the beginning of the game, the doubling cube is placed halfway between the players, either on the bar or at the side of the board, with the number 64 face up. The 64 means that the stakes have not been doubled yet. (Most doubling cubes do not have a 1, so the number 64 is understood to represent 1.) The position of the cube, halfway between the players, indicates that both players have access to it. That is, either player can make the first double. At any point during the game, a player who thinks he has a sufficient advantage may double the stakes. He can do this only at the beginning of his turn, before he has rolled the dice. When a double is offered, the opponent may refuse the double , in which case he resigns the game and forfeits the current stakes.

The current stakes is the value of the cube before the double is offered, in this case one point. If the opponent doesn't want to resign, he may accept the double , and agree to continue play at double the previous stakes. He places the cube on his side of the board with the number 2 face up. The number 2 represents the fact that the stakes are now doubled. The position of the cube means that player now owns the doubling cube and only he may make the next double. If the game later turns around and the player who owns the cube feels he now has an advantage, he may redouble the stakes to 4. His opponent may refuse and give up the current stakes (now two units) or he may accept and continue play at quadruple the initial stakes. There is no limit to the number of doubles and redoubles in a single game, except that no player may double twice in a row. At the end of the game, the loser pays the winner the value of the doubling cube in whatever units they have agreed to play for. For example, if playing for one dollar a point and the doubling cube shows 4, then the loser pays the winner four dollars.

In the case of a gammon or backgammon , this amount is doubled or tripled. Q: Can I double if I am on the bar and closed out? Yes, you can double at the start of any turn. You have to be alert, though; your opponent, seeing that you can't move, may roll his dice without waiting to see what you do. Just ask him to "wait, please" as he picks up his dice while you decide whether or not to double. Q: What is an automatic double? Some people play that if the two players roll the same number on the first roll of the game, then the doubling cube is automatically turned to 2. The cube stays in the middle but now the first voluntary double of the game will be offered at 4. If the players roll the same number again, then the cube is turned up another notch, though players often agree to limit the number of automatic doubles to one per game. Q: What is the Jacoby rule? The Jacoby rule says that a gammon or backgammon does not count extra unless the cube has been turned, that is, unless a double has been offered and accepted in the present game.

The purpose of the rule is to avoid long games in which one player tries for a gammon rather than double the opponent out for one point. Technically, the Jacoby rule is optional, but its use in money play is very common. The Jacoby rule is never used in match play . The Jacoby rule is named for Oswald Jacoby, coauthor of The Backgammon Book , who proposed and promoted the rule. See post by Daniel Murphy . Q: What are beavers? If one player doubles, and the opponent accepts the double and decides his position is good enough, he may immediately redouble while retaining posession of the cube. This immediate redouble without giving up the cube is called a beaver. For example, suppose the cube is in the center and there have been no doubles yet this game. Player A decides to double the stakes. B accepts the double (the cube now shows 2), then B says "beaver" and turns the cube up one more notch to 4. At this point, if A has second thoughts, he can decline the beaver and give up two points; otherwise the game continues with the cube at 4. B still owns the cube, so he can redouble again on a future turn.

All of this happens during A's turn; A now rolls the dice and the game continues. Playing beavers is optional, so you should agree with your opponent beforehand whether or not you are playing this rule. Backgammon Glossary/Backgammon Board (1) . The triangles alternate in color and are grouped into four quadrants of six triangles each. The quadrants are referred to as a player's home board and outer board and the opponent's home board and outer board. The home and outer boards are separated from each other by a ridge down the center of the board called the bar . PLAY BACKGAMMON GAME ONLINE - FREE GAMES ONLINE The raised ridge down the center of a backgammon board dividing the home board from the outer board. Checkers are placed on the bar after they have been hit. 2 - Object of the Game The object of the game is move all your checkers into your own home board and then bear them off. The first player to bear off all of their checkers wins the game. Figure 2. Direction of movement of White's checkers. Red's checkers move in the opposite direction. 3 - Movement of the Checkers To start the game, each player throws a single die.

This determines both the player to go first and the numbers to be played. If equal numbers come up, then both players roll again until they roll different numbers. The player throwing the higher number now moves his checkers according to the numbers showing on both dice. After the first roll, the players throw two dice and alternate turns. The roll of the dice indicates how many points, or "pips", the player is to move his checkers. The checkers are always moved forward, to a lower-numbered point. The following rules apply: 1) A checker may be moved only to an "open point", one that is not occupied by two or more opposing checkers. 2) The numbers on the two dice constitute separate moves. For example, if a player rolls 5 and 3, he may move one checker five spaces to an open point and another checker three spaces to an open point, or he may move the one checker a total of eight spaces to an open point, but only if the intermediate point (either three or five spaces from the starting point) is also open. Figure 3. Two ways that White can play a roll of . 3) A player who rolls doubles plays the numbers shown on the dice twice.

A roll of 6 and 6 means that the player has four sixes to use, and he may move any combination of checkers he feels appropriate to complete this requirement. 4) A player must use both numbers of a roll if this is legally possible (or all four numbers of a double). When only one number can be played, the player must play that number. Or if either number can be played but not both, the player must play the larger one. When neither number can be used, the player loses his turn. In the case of doubles, when all four numbers cannot be played, the player must play as many numbers as he can. 4 - Hitting and Entering A point occupied by a single checker of either color is called a "blot". If an opposing checker lands on a blot, the blot is "hit" and placed on the bar . "HIT" : To land on a point occupied by an opposing blot and put the "blot" on the bar . "BLOT" : ---------------------------------> A single checker sitting alone on a point where it is vulnerable to being hit.

Any time a player has one or more checkers on the bar, his first obligation is to "enter" those checker(s) into the opposing home board. A checker is entered by moving it to an open point corresponding to one of the numbers on the rolled dice. For example, if a player rolls 4 and 6, he may enter a checker onto either the opponent's four point or six point, so long as the prospective point is not occupied by two or more of the opponent's checkers. Figure 4. If White rolls with a checker on the bar, he must enter the checker onto Red's four point since Red's six point is not open. If neither of the points is open, the player loses his turn. If a player is able to enter some but not all of his checkers, he must enter as many as he can and then forfeit the remainder of his turn. After the last of a player's checkers has been entered, any unused numbers on the dice must be played, by moving either the checker that was entered or a different checker. 5 - Bearing Off Once a player has moved all of his fifteen checkers into his home board, he may commence "bearing off".

A player bears off a checker by rolling a number that corresponds to the point on which the checker resides, and then removing that checker from the board. Thus, rolling a 6 permits the player to remove a checker from the six point. "Bearing off" : "Bear Off" - To remove a checker from the board according to a roll of the dice after all of your checkers have been brought into your home board. "Bearoff" - The last stage of the game during which checkers are borne off. If there is no checker on the point indicated by the roll, the player must make a legal move using a checker on a higher-numbered point. If there are no checkers on higher-numbered points, the player is permitted (and required) to remove a checker from the highest point on which one of his checkers resides. A player is under no obligation to bear off if he can make an otherwise legal move. Figure 5. White rolls and bears off two checkers. A player must have all of his active checkers in his home board in order to bear off. If a checker is hit during the bear-off process, the player must bring that checker back to his home board before continuing to bear off.

The first player to bear off all fifteen checkers wins the game. 6 - Doubling Backgammon is played for an agreed stake per point. Each game starts at one point. During the course of the game, a player who feels he has a sufficient advantage may propose doubling the stakes. He may do this only at the start of his own turn and before he has rolled the dice. A player who is offered a double may "refuse a Double", ( Refuse a Double : To resign the game at the current stakes after the opponent offers a double rather than continue play at twice the stakes) in which case he concedes the game and pays one point. Otherwise, he must "accept the double" ( Accept a Double : To agree to continue playing a game at twice the previous stakes after the opponent offers a double) and play on for the new higher stakes. A player who accepts a double becomes the owner of the cube and only he may make the next double. Subsequent doubles in the same game are called "redoubles" ( Redouble : A double other than the first double of a game. Only the player who last accepted a double may redouble).

If a player refuses a redouble, he must pay the number of points that were at stake prior to the redouble. Otherwise, he becomes the new owner of the cube and the game continues at twice the previous stakes. There is no limit to the number of redoubles in a game. 7 - Gammons and Backgammons At the end of the game, if the losing player has borne off at least one checker, he loses only the value showing on the doubling cube (one point, if there have been no doubles). However, if the loser has not borne off any of his checkers, he is gammoned and loses twice the value of the doubling cube. Or, worse, if the loser has not borne off any of his checkers and still has a checker on the bar or in the winner's home board, he is backgammoned and loses three times the value of the doubling cube. "Gammoned" : Gammon A completed game of backgammon in which the losing player has not "borne off" any "checkers". A gammon is also called a "double game" because the winner receives twice the value of the "doubling cube".

"Backgammoned" : Backgammon 1) A game played with dice and checkers on a board consisting of twenty-four points, in which each player tries to move his checkers home and bear them off while preventing the opponent from doing the same thing. See: the Rules of Backgammon . 2) A completed game of backgammon in which the losing player has not "borne off" any "checkers" and still has one or more checkers on the "bar" or in the winner's "home board". A backgammon is also called a "triple game" because the winner receives three times the value of the "doubling cube". 8 - Optional Rules The following optional rules are in widespread use. 1) Automatic doubles. If identical numbers are thrown on the first roll, the stakes are doubled. The doubling cube is turned to 2 and remains in the middle. Players usually agree to limit the number of automatic doubles to one per game. 2) Beavers. When a player is doubled, he may immediately redouble (beaver) while retaining possession of the cube. The original doubler has the option of accepting or refusing as with a normal double. 3) The Jacoby Rule.

Gammons and backgammons count only as a single game if neither player has offered a double during the course of the game. This rule speeds up play by eliminating situations where a player avoids doubling so he can play on for a gammon. 9 - Irregularities 1) The dice must be rolled together and land flat on the surface of the right-hand section of the board. The player must reroll both dice if a die lands outside the right-hand board, or lands on a checker, or does not land flat. 2) A turn is completed when the player picks up his dice. If the play is incomplete or otherwise illegal, the opponent has the option of accepting the play as made or of requiring the player to make a legal play. A play is deemed to have been accepted as made when the opponent rolls his dice or offers a double to start his own turn. 3) If a player rolls before his opponent has completed his turn by picking up the dice, the player's roll is voided. This rule is generally waived any time a play is forced or when there is no further contact between the opposing forces. Real Backgammon - Software Informer. Real Backgammon 1.0 is a free PC version of the traditional board game.

Real Backgammon Daniel Ángel Romero Senior editor Real Backgammon 1.0 is a free PC version of the traditional board game. Backgammon is a game for two players. It´s played on a board consisting of twenty-four narrow triangles called points. The triangles alternate in color and are grouped into four quadrants of six triangles each. The quadrants are referred to as a player's home board and outer board, and the opponent's home board and outer board. The home and outer boards are separated from each other by a ridge down the center of the board called the bar. Real Backgammon 1.0 can be played against a human player or the computer. There are two teams, one of them with white pieces, the other one with black pieces. White pieces play first. By turns, you must roll the dice pressing the "Roll" button. Then you must select the piece to move and the target point. The games can be saved in your hard disk. They can be loaded later to resume playing. The Options menu lets you change the sound setup (volume), controls (mouse sped) and graphics (resolution, color depth, fullscreen).

Pros Backgammon Game Basics Backgammon Game Basics If you don't know how to play Backgammon, then here is a beginner's introduction to the game explaining the basic rules. Backgammon is a board game for two players, played with two dice each, thirty checkers/markers, and on a board made up of twenty-four narrow triangles called "points". The points alternate in colour and are grouped into six triangular points on each quarter of the board. Each quarter of the board is known as a player's home board, outer board, and their opponent's home board and outer board. The home and outer boards are divided by a line/ridge down the centre of the board called the "bar". Player's points are conventionally referred to by their position number starting at one in the player's home board, which would also be their opponents outermost 24 point, going up incrementally as you move along and around. Starting a Game The initial positions of the players' checkers at the start of a game are two on each player's 24 point, five on each player's 13 point, three on each player's 8 point, and five on each player's 6 point.

This can be seen in Fig 1 below. Fig 1. A board showing the players' checkers in their initial positions. An alternate arrangement is the reverse of the one shown here, with the home boards on the left and the outer boards on the right. To decide who goes first, each player rolls a single die with the highest going first and taking the two dice values rolled as the values by which they move their checkers in their first turn. Moving Checkers Players then take turns at rolling their dice and moving their checkers around the board. The object of a game is for players to move all their checkers to their home-board. One player moves their checkers in a clockwise direction around the board while the other moves in an anticlockwise direction. Players may move their checker from its current point to a subsequent point in sequence around the board by counting along the points by the value of numbers rolled with the dice. Players may move 1, 2, 3, or 4 checkers in a turn depending on the dice values thrown and the player's choice of available moves. For a move to be allowed the destination point must have no more than one of the opponent's checkers on it.

Players may have any number of their checkers on a single point. For example, if a player rolls a 2 and a 5 with their dice, they may move one checker 7 points or two checkers each moved 2 points and 5 points respectively around the board. However, should a player roll a double the moves are doubled so they may move one, two, three or four checkers a total of 4 times one of the die's values. For example, if a player rolls double-5 they may move 1 checker by 20 points (4 x 5), 2 checkers by 10 points each(2 x (2 x 5)), 3 checkers with two moved 5 points and one moved 10 points (2 x 5 + (2 x 5)), or they may move four checker 5 points each (4 x 5). Fig. 2 White moves checkers anticlockwise while black moves clockwise. Hitting If a point only has one checker on it then the other player may move their checker(s) to it and send it to the bar which is marked down the middle of the board. This is known as a "hit".

A point with only one checker is known as a "blot". Once a checker has been placed on the bar, then the player must start moving it from the beginning of the board to bring it back into play and move it around to their home-board. A player may not make any further moves until all their checkers on the bar have been brought back into play. To bring a checker back into play from the bar, the player must roll a value corresponding to a point in their opponent's home-board that has no more than one of their opponent's checkers on it. Bearing Off Once a player has moved all their checkers around the board and into their home-board, they start to "bear-off". Bearing-off is the removal of checkers from the board and out of play. The way players do this takes a little bit of thought to understand the rules, but once you understand it it makes perfect sense. Players may bear off a checker by rolling a dice value that corresponds to the point number it is on. So if a player rolls a 5 with one of their dice, they may remove (bear-off) a checker on the 5-point.

If they had a checker on their 6-point they may instead chose to move this 5 points to their 1-point. If there are no checkers on the dice's corresponding point number they must move a checker from the highest point number that they have a checker on, or remove (bear-off) a checker from the highest occupied point. So if they roll a 6 with one of their dice and there is no checker on the 6-point they must remove any checker on their 5-point, and if there are none there they must remove a checker on their 4-point, and so on. And so, for example, if a player rolls a 3 with one of their dice but has no checkers on their corresponding 3-point, they must move a checker 3 points from any checkers situated on the highest numbered point. If there are no checkers on a higher point, then they must remove a checker from the highest occupied point. Players must move or remove checkers using both full dice values, or if that isn't possible they must move or remove their checkers using the maximum possible number of point moves, according to the above rules.

If a player's checker(s) are hit after they have started bearing-off, then they must move it back into play and around the board back into their home-board before any more of their checkers may be borne-off. Once a player has removed (borne-off) all their checkers from their home-board, they have won the game. Fig. 6 White rolls a 5 and 6 and bears-off two corresponding checkers. Fig. 7: Next turn, white rolls a 3 and 5 and bears-off one checker corresponding to the 3-point and moves the checker on the highest point, 5 points. Once you've learnt the basic rules you can move on to further rules relating to gambling, the doubling cube, and more. Backgammon Rules. How to play Backgammon Or Install Backgammon App for Android Set-Up Backgammon is a game for two players, played on a board consisting of twenty-four narrow triangles called points. The triangles alternate in color and are grouped into four quadrants of six triangles each. The quadrants are referred to as a player's home board and outer board, and the opponent's home board and outer board.

The home and outer boards are separated from each other by a ridge down the center of the board called the bar. Unlike chess it doesn't matter which color checkers the players use as either player has the opportunity to make the first move. To play backgammon the following equipment is used: 1 backgammon board 30 Checkers - 15 of one color and 15 of another. 2 six-sided dice 2 dice cups for rolling the dice 1 six-sided doubling cube with the numbers 2, 4, 8, 16, 32, and 64 on the 6 faces The starting position in backgammon is as follows: Two checkers on each player's 24-point Five checkers on each player's 13-point Three checkers on each player's 8-point Five checkers on each player's 6-point Object of the Game The players must move their checkers according to the numbers shown on the dice. Backgammon is played so that you move your checkers in the direction from your opponent's home board to your home board.

As soon as all of your checkers are in your home board you can begin to remove checkers from the board (the bear off). You win the game by bearing off all of your checkers first. Start Playing To start off a game of backgammon, you and your opponent each throw a single die. The player with the highest number moves first, using the number from both dice rolled to move his or her checkers. In case the same number appears on both dice, the players keep rolling their die until the get different numbers. After the initial move, the opponents alternate turns and roll two dice each time. Movement of the Checkers The roll of the dice indicates how many points, or pips, the player is to move his checkers. The checkers are always moved forward, to a lower-numbered point. The following rules apply: 1) A checker may be moved only to an open point, i.e. point that is occupied by your own checkers or to a point that has max one of your opponent's checkers on it. In other words, you may not move a checker to a point where your opponent has two or more checkers. 2) The numbers on the two dice constitute separate moves.

For example, if a player rolls 5 and 3, he may move one checker five spaces to an open point and another checker three spaces to an open point, or he may move the one checker a total of eight spaces to an open point, but only if the intermediate point (either three or five spaces from the starting point) is also open. 3) If you roll the dice and the same number comes up on both dice (also called rolling doubles) you may move double the amount shown. Say for example that you roll a double five. Then you may move five points four times, in any possible combination. 4) A player must use both numbers of a roll if this is legally possible (or all four numbers of a double). When only one number can be played, the player must play that number. Or if either number can be played but not both, the player must play the larger one. When neither number can be used, the player loses his turn. In the case of doubles, when all four numbers cannot be played, the player must play as many numbers as he can. Hitting and Entering A single checker on a point is known as a blot. Checkers of opposite colors may not inhabit the same point.

Because of this a blot is removed if an opponent lands on it (a hit). The checker is moved to the bar. The middle strip that divides the inner and outer boards makes up the bar. When a checker is placed on the bar, it stays out of play until it's entered in your opponent's inner board. You can re-enter your checker from the bar if the numbers shown on the dice correspond to a point not occupied by two or more of your opponent's checkers. If you have one or more checkers on the bar, all of these must be re-entered to the board before you may move your other checkers. Should you have any unused numbers on the dice after re-entering your checkers, these may be used to move your checkers on the board. In case you are unable to enter because the points indicated by the dice, the turn goes to your opponent. A player who has made all six points in his home board is said to have a closed board. If the opponent has any men on the bar, he will not be able to re-enter it since there is no vacant point in his opponent's home board.

Therefore, he forfeits his rolls, and continues to do so until such time as the player has to open up a point in his home board, thus providing a point of rentry. It should be noted, the he doesn't loses his turn, as he still retains the ability to double his opponent before any of his opponents rolls, assuming the cube is centered or on his side. After the last of player's checkers has been entered, any unused numbers on the dice must be played, by moving either the checker that was entered or a different checker. Bearing Off Once a player has moved all of his fifteen checkers into his home board, he may commence bearing off. A player bears off a checker by rolling a number that corresponds to the point on which the checker resides, and then removing that checker from the board. Thus, rolling a 6 permits the player to remove a checker from the six point. If there is no checker on the point indicated by the roll, the player must make a legal move using a checker on a higher-numbered point. If there are no checkers on higher-numbered points, the player is permitted (and required) to remove a checker from the highest point on which one of his checkers resides.

A player is under no obligation to bear off if he can make an otherwise legal move. A player must have all of his active checkers in his home board in order to bear off. If a checker is hit during the bear-off process, the player must bring that checker back to his home board before continuing to bear off. The first player to bear off all fifteen checkers wins the game. Doubling Backgammon is played for an agreed stake per point. Each game starts at one point. During the course of the game, a player who feels he has a sufficient advantage may propose doubling the stakes. He may do this only at the start of his own turn and before he has rolled the dice. A player who is offered a double may refuse, in which case he concedes the game and pays one point. Otherwise, he must accept the double and play on for the new higher stakes. A player who accepts a double becomes the owner of the cube and only he may make the next double. Subsequent doubles in the same game are called redoubles. If a player refuses a redouble, he must pay the number of points that were at stake prior to the redouble.

Otherwise, he becomes the new owner of the cube and the game continues at twice the previous stakes. There is no limit to the number of redoubles in a game. The Crawford Rule The Crawford rule is standard in match play. The rule states that after a player comes within one point of winning the match, the following game is played sans a doubling cube. This particular game is known as the Crawford Game. Gammons and Backgammons At the end of the game, if the losing player has borne off at least one checker, he loses only the value showing on the doubling cube (one point, if there have been no doubles). However, if the loser has not borne off any of his checkers, he is gammoned and loses twice the value of the doubling cube. Or, worse, if the loser has not borne off any of his checkers and still has a checker on the bar or in the winner's home board, he is backgammoned and loses three times the value of the doubling cube. Optional Rules The following optional rules are in widespread use. Automatic doubles. If identical numbers are thrown on the first roll, the stakes are doubled. The doubling cube is turned to 2 and remains in the middle.

Players usually agree to limit the number of automatic doubles to one per game. Beavers. When a player is doubled, he may immediately redouble (beaver) while retaining possession of the cube. The original doubler has the option of accepting or refusing as with a normal double. The Jacoby Rule. Gammons and backgammons count only as a single game if neither player has offered a double during the course of the game. This rule speeds up play by eliminating situations where a player avoids doubling so he can play on for a gammon. Backgammon for Android Free Download - 9Apps - Play free as much as you want - Optimized for Tablets and phones - Challenging AI - Works perfect even without network, offline game. - Choose to play with other player or with AI or with Bluetooth Backgammon is a game for two players, played on a board consisting of twenty-four narrow triangles called points. The triangles alternate in color and are grouped into four quadrants of six triangles each. The quadrants are referred to as a player's home board and outer board, and the opponent's home board and outer board. The home and outer boards are separated from each other by a ridge down the center of the board called the bar.

The players alternate turns. Both dice are rolled simultaneously. The rolled pips on the dice constitute two separate moves (two-stage move), which may be executed with one or two checkers. In case of a double up to four checkers may be moved (four-stage move). All possible moves have to be used. Once a player has moved all of his checkers into his home board, he may commence bearing off. A player bears off a checker by rolling a number that corresponds to the point on which the checker resides, and then removing that checker from the board. Thus, rolling a 5 permits the player to remove a checker from the five point. If there is no checker on the point indicated by the roll, the player must make a legal move using a checker on a higher numbered point. If there are no checkers on higher numbered points, the player is required to remove a checker from the highest point on which one of his checkers resides.

Rate Backgammon Rules – And How To Play Backgammon Rules – And How To Play You are here: Home / Learn / Backgammon Rules and Terms / Backgammon Rules – And How To Play Backgammon Rules – And How To Play Backgammon is a game for two players, played on a board consisting of twenty-four narrow triangles called points . The triangles alternate in color and are grouped into four quadrants of six triangles each. The quadrants are referred to as a player’s home board and outer board, and the opponent’s home board and outer board. The home and outer boards are separated from each other by a ridge down the center of the board called the bar . Figure 1. A board with the checkers in their initial position. An alternate arrangement is the reverse of the one shown here, with the home board on the left and the outer board on the right. The points are numbered for either player starting in that player’s home board. The outermost point is the twenty-four point, which is also the opponent’s one point. Each player has fifteen checkers of his own color.

The initial arrangement of checkers is: two on each player’s twenty-four point, five on each player’s thirteen point, three on each player’s eight point, and five on each player’s six point. Both players have their own pair of dice and a dice cup used for shaking. A doubling cube , with the numerals 2, 4, 8, 16, 32, and 64 on its faces, is used to keep track of the current stake of the game. Object of the Game The object of the game is move all your checkers into your own home board and then bear them off. The first player to bear off all of their checkers wins the game. Figure 2. Direction of movement of White’s checkers. Red’s checkers move in the opposite direction. Movement of the Checkers To start the game, each player throws a single die. This determines both the player to go first and the numbers to be played. If equal numbers come up, then both players roll again until they roll different numbers. The player throwing the higher number now moves his checkers according to the numbers showing on both dice.

After the first roll, the players throw two dice and alternate turns.The roll of the dice indicates how many points, or pips , the player is to move his checkers. The checkers are always moved forward, to a lower-numbered point. The following rules apply: A checker may be moved only to an open point , one that is not occupied by two or more opposing checkers. The numbers on the two dice constitute separate moves. For example, if a player rolls 5 and 3, he may move one checker five spaces to an open point and another checker three spaces to an open point, or he may move the one checker a total of eight spaces to an open point, but only if the intermediate point (either three or five spaces from the starting point) is also open. Figure 3. Two ways that White can play a roll of . A player who rolls doubles plays the numbers shown on the dice twice. A roll of 6 and 6 means that the player has four sixes to use, and he may move any combination of checkers he feels appropriate to complete this requirement. A player must use both numbers of a roll if this is legally possible (or all four numbers of a double).

When only one number can be played, the player must play that number. Or if either number can be played but not both, the player must play the larger one. When neither number can be used, the player loses his turn. In the case of doubles, when all four numbers cannot be played, the player must play as many numbers as he can. Hitting and Entering A point occupied by a single checker of either color is called a blot . If an opposing checker lands on a blot, the blot is hit and placed on the bar .Any time a player has one or more checkers on the bar, his first obligation is to enter those checker(s) into the opposing home board. A checker is entered by moving it to an open point corresponding to one of the numbers on the rolled dice.For example, if a player rolls 4 and 6, he may enter a checker onto either the opponent’s four point or six point, so long as the prospective point is not occupied by two or more of the opponent’s checkers. Figure 4. If White rolls with a checker on the bar, he must enter the checker onto Red’s four point since Red’s six point is not open.

If neither of the points is open, the player loses his turn. If a player is able to enter some but not all of his checkers, he must enter as many as he can and then forfeit the remainder of his turn.After the last of a player’s checkers has been entered, any unused numbers on the dice must be played, by moving either the checker that was entered or a different checker. Bearing Off Once a player has moved all of his fifteen checkers into his home board, he may commence bearing off . A player bears off a checker by rolling a number that corresponds to the point on which the checker resides, and then removing that checker from the board. Thus, rolling a 6 permits the player to remove a checker from the six point.If there is no checker on the point indicated by the roll, the player must make a legal move using a checker on a higher-numbered point. If there are no checkers on higher-numbered points, the player is permitted (and required) to remove a checker from the highest point on which one of his checkers resides. A player is under no obligation to bear off if he can make an otherwise legal move. Figure 5. White rolls and bears off two checkers.

A player must have all of his active checkers in his home board in order to bear off. If a checker is hit during the bear-off process, the player must bring that checker back to his home board before continuing to bear off. The first player to bear off all fifteen checkers wins the game. Doubling Backgammon is played for an agreed stake per point. Each game starts at one point. During the course of the game, a player who feels he has a sufficient advantage may propose doubling the stakes. He may do this only at the start of his own turn and before he has rolled the dice.A player who is offered a double may refuse , in which case he concedes the game and pays one point. Otherwise, he must accept the double and play on for the new higher stakes. A player who accepts a double becomes the owner of the cube and only he may make the next double.Subsequent doubles in the same game are called redoubles . If a player refuses a redouble, he must pay the number of points that were at stake prior to the redouble. Otherwise, he becomes the new owner of the cube and the game continues at twice the previous stakes. There is no limit to the number of redoubles in a game.

Gammons and Backgammons At the end of the game, if the losing player has borne off at least one checker, he loses only the value showing on the doubling cube (one point, if there have been no doubles). However, if the loser has not borne off any of his checkers, he is gammoned and loses twice the value of the doubling cube. Or, worse, if the loser has not borne off any of his checkers and still has a checker on the bar or in the winner’s home board, he is backgammoned and loses three times the value of the doubling cube. Optional Rules The following optional rules are in widespread use. Automatic doubles. If identical numbers are thrown on the first roll, the stakes are doubled. The doubling cube is turned to 2 and remains in the middle. Players usually agree to limit the number of automatic doubles to one per game. Beavers. When a player is doubled, he may immediately redouble (beaver) while retaining possession of the cube. The original doubler has the option of accepting or refusing as with a normal double. The Jacoby Rule. Gammons and backgammons count only as a single game if neither player has offered a double during the course of the game.

This rule speeds up play by eliminating situations where a player avoids doubling so he can play on for a gammon. Irregularities The dice must be rolled together and land flat on the surface of the right-hand section of the board. The player must reroll both dice if a die lands outside the right-hand board, or lands on a checker, or does not land flat. A turn is completed when the player picks up his dice. If the play is incomplete or otherwise illegal, the opponent has the option of accepting the play as made or of requiring the player to make a legal play. A play is deemed to have been accepted as made when the opponent rolls his dice or offers a double to start his own turn. If a player rolls before his opponent has completed his turn by picking up the dice, the player’s roll is voided. This rule is generally waived any time a play is forced or when there is no further contact between the opposing forces. How to Play Backgammon | A Guide to Playing Backgammon How to Play Backgammon How to Play Backgammon A Guide to Playing Backgammon Discover how to play backgammon, from opening moves, through the mid game onto winning the game.

How to Play Backgammon A Guide to Playing Backgammon Discover how to play backgammon, from opening moves, through the mid game onto winning the game. Established 2005 How to Play Backgammon has been helping people understand the Game of Backgammon since it was launched back in 2005. What is Backgammon? Backgammon is a game played on a board of twenty-four narrow triangles called points. The triangles alternate in colour and are grouped into four quadrants of six triangles each. How did it Start? Backgammon has a long complicated history, but the exact origin of the game remains unknown, despite much farfetched and ingenious conjecture. An Overview of Backgammon Backgammon has many close similarities to poker. Although you can learn how to play Backgammon, and Poker, both are games of skill where the luck also plays a role and consequently allows for players to win or lose significant amounts of money. Backgammon is a two player game. The Game is played on a board featuring triangles that alternate in colour. The 24 triangles are named points and are grouped in four quadrants with six triangles in each quadrant.

The quadrants are called player ones home board, and outer board and player two's home board and outer board. A ridge running down the centre of the board called the bar separates the home and outer sections. Each of the points has a numeric value for each player beginning in the player's home board. The furthest point is the 24 point; this is also player two's single point. Fifteen checkers of each colour are allocated to the players. These checkers are arranged with 2 on each players 24 point, 5 on the players 13 point, 3 on the 8 point, and 5 on the 6 point. A pair of dice is also given to each player with a dice cup used for shaking the dice. The current stake of the game is tracked using a doubling cube, this has the numerals two, four, eight, sixteen, thirty two and sixty four on its faces. Always remember that the Doubling Cube is a key component of Backgammon, and you can redouble. If your opponent doubles you to two, then when it is your turn to roll you can redouble to four.

Planning Your Game Always have a plan for a game, it may alter several times throughout the game, but you always need to focus on how victory can be achieved or a loss may be avoided. Never just drift into a weak position. About How to Play Backgammon How to Play Backgammon is your starting point to find out everything about Backgammon. We show you how to play the game, where you can play the game, the equipment you need to play backgammon and once you have mastered the game we look at ways for it to make you money. Useful Links Backgammon Rules published with permission from Backgammon Galore! Setup Backgammon is a game for two players, played on a board consisting of twenty-four narrow triangles called points . The triangles alternate in color and are grouped into four quadrants of six triangles each. The quadrants are referred to as a player's home board and outer board, and the opponent's home board and outer board. The home and outer boards are separated from each other by a ridge down the center of the board called the bar . Figure 1. A board with the checkers in their initial position.

An alternate arrangement is the reverse of the one shown here, with the home board on the left and the outer board on the right. The points are numbered for either player starting in that player's home board. The outermost point is the twenty-four point, which is also the opponent's one point. Each player has fifteen checkers of his own color. The initial arrangement of checkers is: two on each player's twenty-four point, five on each player's thirteen point, three on each player's eight point, and five on each player's six point. Both players have their own pair of dice and a dice cup used for shaking. A doubling cube , with the numerals 2, 4, 8, 16, 32, and 64 on its faces, is used to keep track of the current stake of the game. Object of the Game The object of the game is move all your checkers into your own home board and then bear them off. The first player to bear off all of their checkers wins the game. Figure 2. Direction of movement of White's checkers. Red's checkers move in the opposite direction.

Movement of the Checkers To start the game, each player throws a single die. This determines both the player to go first and the numbers to be played. If equal numbers come up, then both players roll again until they roll different numbers. The player throwing the higher number now moves his checkers according to the numbers showing on both dice. After the first roll, the players throw two dice and alternate turns. The roll of the dice indicates how many points, or pips , the player is to move his checkers. The checkers are always moved forward, to a lower-numbered point. The following rules apply: A checker may be moved only to an open point , one that is not occupied by two or more opposing checkers. The numbers on the two dice constitute separate moves. For example, if a player rolls 5 and 3, he may move one checker five spaces to an open point and another checker three spaces to an open point, or he may move the one checker a total of eight spaces to an open point, but only if the intermediate point (either three or five spaces from the starting point) is also open. Figure 3. Two ways that White can play a roll of .

A player who rolls doubles plays the numbers shown on the dice twice. A roll of 6 and 6 means that the player has four sixes to use, and he may move any combination of checkers he feels appropriate to complete this requirement. A player must use both numbers of a roll if this is legally possible (or all four numbers of a double). When only one number can be played, the player must play that number. Or if either number can be played but not both, the player must play the larger one. When neither number can be used, the player loses his turn. In the case of doubles, when all four numbers cannot be played, the player must play as many numbers as he can. Hitting and Entering A point occupied by a single checker of either color is called a blot . If an opposing checker lands on a blot, the blot is hit and placed on the bar . Any time a player has one or more checkers on the bar, his first obligation is to enter those checker(s) into the opposing home board. A checker is entered by moving it to an open point corresponding to one of the numbers on the rolled dice.

For example, if a player rolls 4 and 6, he may enter a checker onto either the opponent's four point or six point, so long as the prospective point is not occupied by two or more of the opponent's checkers. Figure 4. If White rolls with a checker on the bar, he must enter the checker onto Red's four point since Red's six point is not open. If neither of the points is open, the player loses his turn. If a player is able to enter some but not all of his checkers, he must enter as many as he can and then forfeit the remainder of his turn. After the last of a player's checkers has been entered, any unused numbers on the dice must be played, by moving either the checker that was entered or a different checker. Bearing Off Once a player has moved all of his fifteen checkers into his home board, he may commence bearing off . A player bears off a checker by rolling a number that corresponds to the point on which the checker resides, and then removing that checker from the board. Thus, rolling a 6 permits the player to remove a checker from the six point.

If there is no checker on the point indicated by the roll, the player must make a legal move using a checker on a higher-numbered point. If there are no checkers on higher-numbered points, the player is permitted (and required) to remove a checker from the highest point on which one of his checkers resides. A player is under no obligation to bear off if he can make an otherwise legal move. Figure 5. White rolls and bears off two checkers. A player must have all of his active checkers in his home board in order to bear off. If a checker is hit during the bear-off process, the player must bring that checker back to his home board before continuing to bear off. The first player to bear off all fifteen checkers wins the game. Doubling Backgammon is played for an agreed stake per point. Each game starts at one point. During the course of the game, a player who feels he has a sufficient advantage may propose doubling the stakes. He may do this only at the start of his own turn and before he has rolled the dice. A player who is offered a double may refuse , in which case he concedes the game and pays one point.

Otherwise, he must accept the double and play on for the new higher stakes. A player who accepts a double becomes the owner of the cube and only he may make the next double. Subsequent doubles in the same game are called redoubles . If a player refuses a redouble, he must pay the number of points that were at stake prior to the redouble. Otherwise, he becomes the new owner of the cube and the game continues at twice the previous stakes. There is no limit to the number of redoubles in a game. Gammons and Backgammons At the end of the game, if the losing player has borne off at least one checker, he loses only the value showing on the doubling cube (one point, if there have been no doubles). However, if the loser has not borne off any of his checkers, he is gammoned and loses twice the value of the doubling cube. Or, worse, if the loser has not borne off any of his checkers and still has a checker on the bar or in the winner's home board, he is backgammoned and loses three times the value of the doubling cube.

Question: What is the raised ridge down the centre of a Backgammon board called?
Answer: The Bar